"ELO skill" is a combination of 2 things:
1) players skill on contributing to team's victory.
2) players skill (and/or will) on joining winning team (loosely stacking skills /cool.gif" style="vertical-align:middle" emoid="
Even games = any particular player will win half of the games and lose half of the games he joins.
Consider a player with really high ELO skills and average ELO. If teams are even ELO-wise his team will actually have higher probability for winning, so eventually his ELO will raise. It will raise until he starts to lose half of his games and then his ELO will fluctuate around his real ELO skills.
Same is true for someone with really low ELO skills and average ELO. His team will have lower probability to win and thus he will lose ELO until also his ELO will fluctuate around his real ELO skills.
Elo will always be inaccurate for any particular game but because it is self correcting it will kind of force games to be _relatively_ even as long as teams are kept even ELO-wise.
I believe the part where "any particular player lose half of the games he joins" is the real cause of so much grief against the ELO. It's been said that it punishes good players - which imho is absurd, unless you consider being forced to play even games is a punishment.
The biggest real problem with current ELO is that it does not consider take commander skills. Once that is fixed - and even before, sign me up as ELO fanboi /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> )




